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-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs7
1 files changed, 1 insertions, 6 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 4dc724d..7ede725 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -526,7 +526,6 @@ namespace OpenSim.Region.Framework.Scenes
526 av.ParentID = 0; 526 av.ParentID = 0;
527 } 527 }
528 528
529 // m_linkedAvatars.Clear();
530 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 529 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
531 530
532 // Normalize 531 // Normalize
@@ -542,7 +541,6 @@ namespace OpenSim.Region.Framework.Scenes
542 // If it's deleted, crossing was successful 541 // If it's deleted, crossing was successful
543 if (IsDeleted) 542 if (IsDeleted)
544 { 543 {
545 // foreach (ScenePresence av in m_linkedAvatars)
546 foreach (avtocrossInfo avinfo in avsToCross) 544 foreach (avtocrossInfo avinfo in avsToCross)
547 { 545 {
548 ScenePresence av = avinfo.av; 546 ScenePresence av = avinfo.av;
@@ -575,7 +573,6 @@ namespace OpenSim.Region.Framework.Scenes
575 } 573 }
576 } 574 }
577 575
578 avsToCross.Clear();
579 return; 576 return;
580 } 577 }
581 else // cross failed, put avas back ?? 578 else // cross failed, put avas back ??
@@ -585,11 +582,8 @@ namespace OpenSim.Region.Framework.Scenes
585 ScenePresence av = avinfo.av; 582 ScenePresence av = avinfo.av;
586 av.ParentUUID = UUID.Zero; 583 av.ParentUUID = UUID.Zero;
587 av.ParentID = avinfo.ParentID; 584 av.ParentID = avinfo.ParentID;
588// m_linkedAvatars.Add(av);
589 } 585 }
590 } 586 }
591 avsToCross.Clear();
592
593 } 587 }
594 else 588 else
595 { 589 {
@@ -601,6 +595,7 @@ namespace OpenSim.Region.Framework.Scenes
601 RootPart.PhysActor.CrossingFailure(); 595 RootPart.PhysActor.CrossingFailure();
602 } 596 }
603 } 597 }
598
604 Vector3 oldp = AbsolutePosition; 599 Vector3 oldp = AbsolutePosition;
605 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)m_scene.RegionInfo.RegionSizeX - 0.5f); 600 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)m_scene.RegionInfo.RegionSizeX - 0.5f);
606 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)m_scene.RegionInfo.RegionSizeY - 0.5f); 601 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)m_scene.RegionInfo.RegionSizeY - 0.5f);